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<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.ObjTiler.obj</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python"># -*- coding: utf-8 -*-
import os
from os import listdir

import numpy as np
import pywavefront

from ..Common import Feature, FeatureList
from ..Texture import Texture


# This Obj class refers to the obj file fromat (https://en.wikipedia.org/wiki/Wavefront_.obj_file)
# It is a 3D object file format that describes the object in the following way :
# The position of each Vertex, then the face, using the index of each Vertex.
# Example :
# v 0.0 0.0 0.0
# v 0.5 0.5 0.5
# v 1.0 1.0 1.0
# v -1.0 -1.0 -1.0
#
# f 1 2 3
# f 2 3 4
class Obj(Feature):
    &#34;&#34;&#34;
    The Python representation of an OBJ mesh.
    &#34;&#34;&#34;

    def __init__(self, id=None):
        super().__init__(id)

    def parse_geom(self, mesh, with_texture=False):
        &#34;&#34;&#34;
        Parse the geometry of a OBJ mesh to create a triangle soup with UVs.
        :param mesh: an OBJ mesh
        :param with_texture: a boolean indicating if the textures should be read

        :return: True if the parsing is complete, False if the format wasn&#39;t supported
        &#34;&#34;&#34;
        # Realize the geometry conversion from OBJ to GLTF
        # GLTF expect the geometry to only be triangles that contains
        # the vertices position, i.e something in the form :
        # [
        #   [np.array([0., 0., 0,]),
        #    np.array([0.5, 0.5, 0.5]),
        #    np.array([1.0 ,1.0 ,1.0])]
        #   [np.array([0.5, 0.5, 0,5]),
        #    np.array([1., 1., 1.]),
        #    np.array([-1.0 ,-1.0 ,-1.0])]
        # ]
        triangles = list()
        uvs = list()

        vertices = mesh.materials[0].vertices
        length = len(vertices)
        # Contains only vertex positions
        if mesh.materials[0].vertex_format == &#39;V3F&#39;:
            for i in range(0, length, 9):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i, i + 9, 3)]
                triangles.append(triangle)
        # Contains normals and vertex positions
        elif mesh.materials[0].vertex_format == &#39;N3F_V3F&#39;:
            for i in range(0, length, 18):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 3, i + 21, 6)]
                triangles.append(triangle)
        # Contains texture and vertex positions
        elif mesh.materials[0].vertex_format == &#39;T2F_V3F&#39;:
            for i in range(0, length, 15):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 2, i + 17, 5)]
                triangles.append(triangle)
                uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 15, 5)]
                uvs.append(uv)
        # Contains texture/vertex positions and normals
        elif mesh.materials[0].vertex_format == &#39;T2F_N3F_V3F&#39;:
            for i in range(0, length, 24):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 5, i + 29, 8)]
                triangles.append(triangle)
                uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 24, 8)]
                uvs.append(uv)
        else:
            print(&#34;Unsuported format&#34;, mesh.materials[0].vertex_format)
            return False

        self.geom.triangles.append(triangles)
        if len(uvs) &gt; 0 and with_texture:
            self.geom.triangles.append(uvs)
            if mesh.materials[0].texture is not None:
                path = str(mesh.materials[0].texture._path).replace(&#39;\\&#39;, &#39;/&#39;)
                texture = Texture(path)
                self.set_texture(texture.get_cropped_texture_image(self.geom.triangles[1]))
        self.set_box()

        return True


class Objs(FeatureList):
    &#34;&#34;&#34;
        A decorated list of FeatureList type objects.
    &#34;&#34;&#34;

    def __init__(self, objs=None):
        super().__init__(objs)

    @staticmethod
    def retrieve_objs(path, with_texture=False):
        &#34;&#34;&#34;
        Create Obj instance from OBJ file(s).
        :param path: a path to a directory
        :param with_texture: a boolean indicating if the textures should be read

        :return: a list of Obj.
        &#34;&#34;&#34;
        objects = list()
        obj_dir = listdir(path)

        for obj_file in obj_dir:
            if(os.path.isfile(os.path.join(path, obj_file))):
                if(&#34;.obj&#34; in obj_file):
                    geom = pywavefront.Wavefront(os.path.join(path, obj_file), collect_faces=True)
                    if(len(geom.vertices) == 0):
                        continue
                    for mesh in geom.mesh_list:
                        # Get id from its name
                        id = mesh.name
                        obj = Obj(id)
                        # Create geometry as expected from GLTF from an obj file
                        if(obj.parse_geom(mesh, with_texture)):
                            objects.append(obj)

        return Objs(objects)</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.ObjTiler.obj.Obj"><code class="flex name class">
<span>class <span class="ident">Obj</span></span>
<span>(</span><span>id=None)</span>
</code></dt>
<dd>
<div class="desc"><p>The Python representation of an OBJ mesh.</p>
<p>:param id: given identifier</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Obj(Feature):
    &#34;&#34;&#34;
    The Python representation of an OBJ mesh.
    &#34;&#34;&#34;

    def __init__(self, id=None):
        super().__init__(id)

    def parse_geom(self, mesh, with_texture=False):
        &#34;&#34;&#34;
        Parse the geometry of a OBJ mesh to create a triangle soup with UVs.
        :param mesh: an OBJ mesh
        :param with_texture: a boolean indicating if the textures should be read

        :return: True if the parsing is complete, False if the format wasn&#39;t supported
        &#34;&#34;&#34;
        # Realize the geometry conversion from OBJ to GLTF
        # GLTF expect the geometry to only be triangles that contains
        # the vertices position, i.e something in the form :
        # [
        #   [np.array([0., 0., 0,]),
        #    np.array([0.5, 0.5, 0.5]),
        #    np.array([1.0 ,1.0 ,1.0])]
        #   [np.array([0.5, 0.5, 0,5]),
        #    np.array([1., 1., 1.]),
        #    np.array([-1.0 ,-1.0 ,-1.0])]
        # ]
        triangles = list()
        uvs = list()

        vertices = mesh.materials[0].vertices
        length = len(vertices)
        # Contains only vertex positions
        if mesh.materials[0].vertex_format == &#39;V3F&#39;:
            for i in range(0, length, 9):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i, i + 9, 3)]
                triangles.append(triangle)
        # Contains normals and vertex positions
        elif mesh.materials[0].vertex_format == &#39;N3F_V3F&#39;:
            for i in range(0, length, 18):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 3, i + 21, 6)]
                triangles.append(triangle)
        # Contains texture and vertex positions
        elif mesh.materials[0].vertex_format == &#39;T2F_V3F&#39;:
            for i in range(0, length, 15):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 2, i + 17, 5)]
                triangles.append(triangle)
                uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 15, 5)]
                uvs.append(uv)
        # Contains texture/vertex positions and normals
        elif mesh.materials[0].vertex_format == &#39;T2F_N3F_V3F&#39;:
            for i in range(0, length, 24):
                triangle = [np.array(vertices[n:n + 3]) for n in range(i + 5, i + 29, 8)]
                triangles.append(triangle)
                uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 24, 8)]
                uvs.append(uv)
        else:
            print(&#34;Unsuported format&#34;, mesh.materials[0].vertex_format)
            return False

        self.geom.triangles.append(triangles)
        if len(uvs) &gt; 0 and with_texture:
            self.geom.triangles.append(uvs)
            if mesh.materials[0].texture is not None:
                path = str(mesh.materials[0].texture._path).replace(&#39;\\&#39;, &#39;/&#39;)
                texture = Texture(path)
                self.set_texture(texture.get_cropped_texture_image(self.geom.triangles[1]))
        self.set_box()

        return True</code></pre>
</details>
<h3>Ancestors</h3>
<ul class="hlist">
<li><a title="py3dtilers.Common.feature.Feature" href="../Common/feature.html#py3dtilers.Common.feature.Feature">Feature</a></li>
</ul>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.ObjTiler.obj.Obj.parse_geom"><code class="name flex">
<span>def <span class="ident">parse_geom</span></span>(<span>self, mesh, with_texture=False)</span>
</code></dt>
<dd>
<div class="desc"><p>Parse the geometry of a OBJ mesh to create a triangle soup with UVs.
:param mesh: an OBJ mesh
:param with_texture: a boolean indicating if the textures should be read</p>
<p>:return: True if the parsing is complete, False if the format wasn't supported</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def parse_geom(self, mesh, with_texture=False):
    &#34;&#34;&#34;
    Parse the geometry of a OBJ mesh to create a triangle soup with UVs.
    :param mesh: an OBJ mesh
    :param with_texture: a boolean indicating if the textures should be read

    :return: True if the parsing is complete, False if the format wasn&#39;t supported
    &#34;&#34;&#34;
    # Realize the geometry conversion from OBJ to GLTF
    # GLTF expect the geometry to only be triangles that contains
    # the vertices position, i.e something in the form :
    # [
    #   [np.array([0., 0., 0,]),
    #    np.array([0.5, 0.5, 0.5]),
    #    np.array([1.0 ,1.0 ,1.0])]
    #   [np.array([0.5, 0.5, 0,5]),
    #    np.array([1., 1., 1.]),
    #    np.array([-1.0 ,-1.0 ,-1.0])]
    # ]
    triangles = list()
    uvs = list()

    vertices = mesh.materials[0].vertices
    length = len(vertices)
    # Contains only vertex positions
    if mesh.materials[0].vertex_format == &#39;V3F&#39;:
        for i in range(0, length, 9):
            triangle = [np.array(vertices[n:n + 3]) for n in range(i, i + 9, 3)]
            triangles.append(triangle)
    # Contains normals and vertex positions
    elif mesh.materials[0].vertex_format == &#39;N3F_V3F&#39;:
        for i in range(0, length, 18):
            triangle = [np.array(vertices[n:n + 3]) for n in range(i + 3, i + 21, 6)]
            triangles.append(triangle)
    # Contains texture and vertex positions
    elif mesh.materials[0].vertex_format == &#39;T2F_V3F&#39;:
        for i in range(0, length, 15):
            triangle = [np.array(vertices[n:n + 3]) for n in range(i + 2, i + 17, 5)]
            triangles.append(triangle)
            uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 15, 5)]
            uvs.append(uv)
    # Contains texture/vertex positions and normals
    elif mesh.materials[0].vertex_format == &#39;T2F_N3F_V3F&#39;:
        for i in range(0, length, 24):
            triangle = [np.array(vertices[n:n + 3]) for n in range(i + 5, i + 29, 8)]
            triangles.append(triangle)
            uv = [np.array([vertices[n], 1 - vertices[n + 1]]) for n in range(i, i + 24, 8)]
            uvs.append(uv)
    else:
        print(&#34;Unsuported format&#34;, mesh.materials[0].vertex_format)
        return False

    self.geom.triangles.append(triangles)
    if len(uvs) &gt; 0 and with_texture:
        self.geom.triangles.append(uvs)
        if mesh.materials[0].texture is not None:
            path = str(mesh.materials[0].texture._path).replace(&#39;\\&#39;, &#39;/&#39;)
            texture = Texture(path)
            self.set_texture(texture.get_cropped_texture_image(self.geom.triangles[1]))
    self.set_box()

    return True</code></pre>
</details>
</dd>
</dl>
<h3>Inherited members</h3>
<ul class="hlist">
<li><code><b><a title="py3dtilers.Common.feature.Feature" href="../Common/feature.html#py3dtilers.Common.feature.Feature">Feature</a></b></code>:
<ul class="hlist">
<li><code><a title="py3dtilers.Common.feature.Feature.get_batchtable_data" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_batchtable_data">get_batchtable_data</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_bounding_volume_box" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_bounding_volume_box">get_bounding_volume_box</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_centroid" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_centroid">get_centroid</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_geom" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_geom">get_geom</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_geom_as_triangles" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_geom_as_triangles">get_geom_as_triangles</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_id" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_id">get_id</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.get_texture" href="../Common/feature.html#py3dtilers.Common.feature.Feature.get_texture">get_texture</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.has_texture" href="../Common/feature.html#py3dtilers.Common.feature.Feature.has_texture">has_texture</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.set_batchtable_data" href="../Common/feature.html#py3dtilers.Common.feature.Feature.set_batchtable_data">set_batchtable_data</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.set_box" href="../Common/feature.html#py3dtilers.Common.feature.Feature.set_box">set_box</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.set_id" href="../Common/feature.html#py3dtilers.Common.feature.Feature.set_id">set_id</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.set_texture" href="../Common/feature.html#py3dtilers.Common.feature.Feature.set_texture">set_texture</a></code></li>
<li><code><a title="py3dtilers.Common.feature.Feature.set_triangles" href="../Common/feature.html#py3dtilers.Common.feature.Feature.set_triangles">set_triangles</a></code></li>
</ul>
</li>
</ul>
</dd>
<dt id="py3dtilers.ObjTiler.obj.Objs"><code class="flex name class">
<span>class <span class="ident">Objs</span></span>
<span>(</span><span>objs=None)</span>
</code></dt>
<dd>
<div class="desc"><p>A decorated list of FeatureList type objects.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Objs(FeatureList):
    &#34;&#34;&#34;
        A decorated list of FeatureList type objects.
    &#34;&#34;&#34;

    def __init__(self, objs=None):
        super().__init__(objs)

    @staticmethod
    def retrieve_objs(path, with_texture=False):
        &#34;&#34;&#34;
        Create Obj instance from OBJ file(s).
        :param path: a path to a directory
        :param with_texture: a boolean indicating if the textures should be read

        :return: a list of Obj.
        &#34;&#34;&#34;
        objects = list()
        obj_dir = listdir(path)

        for obj_file in obj_dir:
            if(os.path.isfile(os.path.join(path, obj_file))):
                if(&#34;.obj&#34; in obj_file):
                    geom = pywavefront.Wavefront(os.path.join(path, obj_file), collect_faces=True)
                    if(len(geom.vertices) == 0):
                        continue
                    for mesh in geom.mesh_list:
                        # Get id from its name
                        id = mesh.name
                        obj = Obj(id)
                        # Create geometry as expected from GLTF from an obj file
                        if(obj.parse_geom(mesh, with_texture)):
                            objects.append(obj)

        return Objs(objects)</code></pre>
</details>
<h3>Ancestors</h3>
<ul class="hlist">
<li><a title="py3dtilers.Common.feature.FeatureList" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList">FeatureList</a></li>
</ul>
<h3>Static methods</h3>
<dl>
<dt id="py3dtilers.ObjTiler.obj.Objs.retrieve_objs"><code class="name flex">
<span>def <span class="ident">retrieve_objs</span></span>(<span>path, with_texture=False)</span>
</code></dt>
<dd>
<div class="desc"><p>Create Obj instance from OBJ file(s).
:param path: a path to a directory
:param with_texture: a boolean indicating if the textures should be read</p>
<p>:return: a list of Obj.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">@staticmethod
def retrieve_objs(path, with_texture=False):
    &#34;&#34;&#34;
    Create Obj instance from OBJ file(s).
    :param path: a path to a directory
    :param with_texture: a boolean indicating if the textures should be read

    :return: a list of Obj.
    &#34;&#34;&#34;
    objects = list()
    obj_dir = listdir(path)

    for obj_file in obj_dir:
        if(os.path.isfile(os.path.join(path, obj_file))):
            if(&#34;.obj&#34; in obj_file):
                geom = pywavefront.Wavefront(os.path.join(path, obj_file), collect_faces=True)
                if(len(geom.vertices) == 0):
                    continue
                for mesh in geom.mesh_list:
                    # Get id from its name
                    id = mesh.name
                    obj = Obj(id)
                    # Create geometry as expected from GLTF from an obj file
                    if(obj.parse_geom(mesh, with_texture)):
                        objects.append(obj)

    return Objs(objects)</code></pre>
</details>
</dd>
</dl>
<h3>Inherited members</h3>
<ul class="hlist">
<li><code><b><a title="py3dtilers.Common.feature.FeatureList" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList">FeatureList</a></b></code>:
<ul class="hlist">
<li><code><a title="py3dtilers.Common.feature.FeatureList.add_material" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.add_material">add_material</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.add_materials" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.add_materials">add_materials</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.change_crs" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.change_crs">change_crs</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.create_batch_table_extension" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.create_batch_table_extension">create_batch_table_extension</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.create_bounding_volume_extension" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.create_bounding_volume_extension">create_bounding_volume_extension</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.delete_features_ref" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.delete_features_ref">delete_features_ref</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_centroid" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_centroid">get_centroid</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_color_config" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_color_config">get_color_config</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_features" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_features">get_features</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_material" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_material">get_material</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_material_index" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_material_index">get_material_index</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.get_textures" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.get_textures">get_textures</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.is_list_of_feature_list" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.is_list_of_feature_list">is_list_of_feature_list</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.is_material_registered" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.is_material_registered">is_material_registered</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.scale_features" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.scale_features">scale_features</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.set_color_config" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.set_color_config">set_color_config</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.set_features" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.set_features">set_features</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.set_features_geom" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.set_features_geom">set_features_geom</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.set_materials" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.set_materials">set_materials</a></code></li>
<li><code><a title="py3dtilers.Common.feature.FeatureList.translate_features" href="../Common/feature.html#py3dtilers.Common.feature.FeatureList.translate_features">translate_features</a></code></li>
</ul>
</li>
</ul>
</dd>
</dl>
</section>
</article>
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<div class="toc">
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<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers.ObjTiler" href="index.html">py3dtilers.ObjTiler</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.ObjTiler.obj.Obj" href="#py3dtilers.ObjTiler.obj.Obj">Obj</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.ObjTiler.obj.Obj.parse_geom" href="#py3dtilers.ObjTiler.obj.Obj.parse_geom">parse_geom</a></code></li>
</ul>
</li>
<li>
<h4><code><a title="py3dtilers.ObjTiler.obj.Objs" href="#py3dtilers.ObjTiler.obj.Objs">Objs</a></code></h4>
<ul class="">
<li><code><a title="py3dtilers.ObjTiler.obj.Objs.retrieve_objs" href="#py3dtilers.ObjTiler.obj.Objs.retrieve_objs">retrieve_objs</a></code></li>
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